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authoroy <Tom_Adams@web.de>2010-08-08 18:56:54 +0200
committeroy <Tom_Adams@web.de>2010-08-08 18:56:54 +0200
commit6a73c5d77fadf383350456a1df7e5dd8c2d3d38e (patch)
treeaefd730cc7d4bda0516a618adefb20e677c93839 /src/game/server/entities
parent4322113435349ea6ecb6815de7aeb8d57308693e (diff)
downloadzcatch-6a73c5d77fadf383350456a1df7e5dd8c2d3d38e.tar.gz
zcatch-6a73c5d77fadf383350456a1df7e5dd8c2d3d38e.zip
fixed flickering players on respawn
Diffstat (limited to 'src/game/server/entities')
-rw-r--r--src/game/server/entities/character.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp
index 8203aa8f..5dd212a9 100644
--- a/src/game/server/entities/character.cpp
+++ b/src/game/server/entities/character.cpp
@@ -790,7 +790,7 @@ void CCharacter::Snap(int SnappingClient)
 	CNetObj_Character *Character = static_cast<CNetObj_Character *>(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, m_pPlayer->GetCID(), sizeof(CNetObj_Character)));
 	
 	// write down the m_Core
-	if(GameServer()->m_World.m_Paused)
+	if(!m_ReckoningTick || GameServer()->m_World.m_Paused)
 	{
 		// no dead reckoning when paused because the client doesn't know
 		// how far to perform the reckoning